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^ardware 



Domestic Science You may be surprised to 
learn how many household appliances 
contain a microprocessor 

Atari 400 & 800 These micros are leaders 
in the games market 



106 



109 




Charting The Course The best way of 
planning well-structured programs 

Two's Company We discover how 
computers perform multiplication 



insights 




Computing Careers Entering the 
professional world of computing 

The Missing Link Modems allow micros to 
communicate over telephone lines 

Flat Spin Disk drives offer high-speed 
information retrieval and storage 



104 
119 



101 
108 
114 



Basic Programming 


> 


Braving The Elements We introduce 
subscripted variables 


116 


passwords To Computing 




Digital Dialogue The two-way flow of 
information between the computer and its 
peripherals 


112 

t 


1 Pioneers in Computing 


9 


Sir Clive Sinclair The man who has made 
computers accessible to almost everyone 


120 



Home Computer News A review of 
personal computers as seen at London's 
Barbican Centre 



INSIDE 
BACK 
COVER 



Next Week 

• We look at the Dragon 32, a 
home computer successfully 
marketed by the Welsh 
Development Agency, which 
offers good facilities and 
excellent value for money 

• From sand to circuit. We 
reveal the intricacies of chip 
manufacture 

• In recent years the field of 
medKine has benefited 
considerably from the 
introduction of microprocessors 




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Insights 



Computing Careers _ 

computer professional acquires skiii by worlcing initially as a 
technician, and progressing up through the ranks 




Gentle Giants 

Large commercial computers 
like this one (known as 
'mainframes' to differentiate 
them from mini- and 
microcomputers), require a 
team of highly trained operators 
to keep them running at peak 
efficiency Machines of this size 
are capable of running 
hundreds of programs 
simultaneously and serving 
thousands of users anywhere in 
the world by means of 
telephone lines, microwave 
links and communications 
satellites. A computer room will 
often contain a number of such 
machines, each communicating 
with the other 



The increasing use of computers at home and in 
schools is producing many gifted programmers — 
people who might otherwise never have 
considered the possibility of a career in 
computing. But the harsh truth is that, as always, 
a little learning is a dangerous thing — especially, 
it appears, if that little learning is of the basic 
language. 

It is important to understand that the 
requirements of a professional programmer are 

fundamentally different from those of a home 
user, and that many of the attributes are not 
transferable. 

For the school-leaver with a profound interest 
in computers, a college course on the subject, or 
direct career entry to computing, seems an 
obvious choice. Many colleges and universities 
offer degree courses with a computer 



qualification at the end and successful students 
are likely to find themselves able to choose from a 
variety of job offers. Unemployment in the 
computing industry has been limited to lower- 
level computer staff — largely programmers and 
operators — and the demand for engineers, 
systems analysts and designers continues 
unabated. 

One option becoming increasingly available is 
to teach computing at school. Until now, 
computing as a subject in its own right has been 
the preserve of universities and colleges. 
Education is desperately short of trained 
computer personnel, and such a career would 
undoubtedly be very rewarding. 

There are perhaps six main levels of hierarchy 
in the computer industry. The lowest grade may 
be described as 'skilled user.' This category 
includes workers who have learned to operate 
computers in particular tasks, such as word- 
processing or accountancy. Often these skills are 
picked up as a sub-set of skills to other 
occupations — e.g. secretarial or office 
administration — but they also include computer 
industry functions such as terminal operator, 
card-punch (data) operator and the like. These 
jobs require a basic set of school or college 
qualifications, and the ability to think clearly. 
Skills such as keyboard operation are normally 
taught on the job. 

Next step up is the computer operator. Though 
the computers used in industry are quite different 
in appearance and feel fi*om home computers, they 
are based on the same principles, so some 
familiarity is useful. Operators soon come to 
understand the fundamentals of how computers 
work, and so becoming an operator is a good 
springboard to becoming a programmer. Bear in 
mind, though, that the work can be quite 
demanding physically. Most large installations, 
for example, are in operation for 168 hours a 
week, and need to be manned for all that time. 

To become a programmer, the main attributes 
one needs include a clear, methodical mind and 
an ability to concentrate on minute detail. It takes 
a very special type of aptitude to make a skilled 
programmer, and while normal entry qualific- 
ations 2ire a degree or senior school-leaving exam 
passes, natural ability to work logically often 
counts for more. Programmers do enter the 
industry without formal qualifications, and it is 

this opening that attracts many parents, hopeful 
for their sons' or daughters' programming abilities. 



THE HOME COMPUTER COURSE 101 



The Choice For A Lifetime 



Analysts 

Before starting on any job, it is 
as well to look closely at the 
objectives and the resources available. 
The Systems Analyst has 
the task of interviewing users, 
to determine their needs, to 
match these needs with 
resources, and suggest a 
method of solving the problem. 
In order to evolve a system of 
working for other people, the 
Analyst must be a logical thinker with good 

communications skills and a spark of creativity. 
He is often the DP department's salesperson , 
so must always make a favourable impression 
on his 'customers' — the computer 
users in the company. 





Programmers 

The Programmer takes the 
broad strategy worked out by 
the Analyst and converts 
it, first into a tactical plan, 
breaking the job down into 
manageable segments, and then 
into code that the computer can 
recognise and interpret. 
Applications Programmers 
are concerned with writing 
programs to do specific jobs, while 

Systems Programmers are more involved 
with the overall 



nil 



jUjll 



performance of the 
data processing system. 
Applications Programmers 
tend to work in isolation, 
even though they may be 
part of a project team. 
For them, the ability to 

concentrate attention on the 
task in hand is really important. Systems 
Programmers need that too, but also a calm 
outlook. 'If you can keep your head when 
all about you are losing theirs . . .' then 
perhaps you have the makings 
of a Systems Programmer. 



I 



W4 




Operators in smaller 

nstallations are often called on 
to help programmers and 
engineers diagnose faults, as 
well as simply running the job 
at hand. Most important, 
though, is a thprough 
knowledge of the program's 
operating method. 'User- 
friendly' software makes the 
operator's job easier, and a well 
prompted' program can be run 
by relatively inexperienced staff 
with little loss of efficiency. 



Development Engineers 

Though the time may come 
when computers themselves develop the 

new generation of 
machines, it's in the 
brain of the Development 
Engineer that this process 
of innovation takes place 
now. The development 
engineer is part scientist, 

part technician. It is his job to take advantage of new 
discoveries and theoretical developments to improve 
and enhance the performance of a given piece of equipment. 
Doctorates abound in this field where even the least well 
qualified is likely to have spent five or more years at university. 




Like any other part of 
a modem corporation, 
the computer department 
is organised along 
hierarchical lines. At its 
head is the Data 
Processing Manager, 
who is responsible for all 
the many and varied tasks 
that fall under the main 
heading of information 
processing. 

All computer professionals 
are firstly technicians, and 
acquire management skills as 
they progress up through the 
ranks. The three main areas 
of specialisation are computer 
operations, programming, 
and systems analysis, and 
there is an element of mobility 
between specialisations in the 
promotion path. 

In common with the other 
professions, it is 
worth entering the field 
as well qualified as possible. 
While it may not appear to make too much difference at the 
beginning, a less qualified person will soon find the path 
barred. It's much more difficult to get a university degree 
while doing a full time job! Additionally, organisations like 

the British Computer Society 



-< 



Field Engineers 

Often, the only chance an Operator 
has to relax is when 
the computer develops 
a fault, and a Field 
Engineer has to be 
called in to fix it. 
Given the modern 
computer's ability to 
diagnose its own 
failings, and the 
almost universal 
adoption of modular 
construction, the 
engineer's job has 

become somewhat simplified, 
but a field engineer must still be 
competent in digital electronics. He must 
also be a skilled mechanic, capable of 
working to finer tolerances than the average 
watchmaker. To enter the field, a degree level 
qualification is usually required. 




Operators 

Physically, the most demanding 
of all jobs in the industry is operating a 
large multi- programming/multi-user computer. 

But as well as walking 




miles in a shift with 
disk packs, tapes or 
boxes of paper, the 
operator must be 
fully conversant with the 
computer's operating system, 
and with the relative 
importance of the jobs 
being run on the 
machine at any one 



now offer professionally- 
recognised qualifications, 
usually by examination, 
and for an aspiring 
programmer or analyst these ' 
are a good indicator of 
standing within the industry. 



time. A Senior Operator will be called on 
to make decisions affecting the work of 
many other parts of the company's 
business by allowing or 
denying access to 
the computer system. 



Least demanding of all, 
intellectually, is the Data Entry 
Operator's job. The skills 
required here are much 
the same as those 
needed by a copy typist 
— speed and accuracy. 

At worst the task is i^;^ 
boring and repetitious, 

but in many small installations this Is 
offset by the opportunity to 
become involved in other 
aspects of the computer 
department's activities. 




102 THE HOME COMPUTER COURSE 



As we mentioned earlier, an understanding of 
BASIC is not necessarily an open door to the 
computing industry. Although it is a popular 
language on home computers, most professionals 
regard it as badly structured and consider that it 
encourages bad programming habits and sloppy 
thinking. This is a real problem as most children 
with home computing experience are likely to 
have learned basic rather than one of the better 
structured languages such as logo or comal. 

Several universities and colleges that run 
courses in computing now express a preference 
for entrants who have not learned basic as they 
feel that the language forms habits that are hard to 
break. 

Despite this problem, many youngsters are 
finding a way to make their basic programming 
skills pay off. Many are writing games in basic 
that appeal to other youngsters, and software 
companies are anxious to get hold of games that 
are so directly targetted to an adolescent mind. 
Some of the 'whizz kids' featured in newspapers 
as earning vast sums at a young age write only in 
BASIC, and have no real understanding of 
computing. Others are genuine phenomena, 
writing in Assembly Language (the low-level 
language that controls a microprocessor's 
machine code very efficiently) and set for a very 
bright future indeed. Newspaper reporters are 
seldom qualified to distinguish between the two, 
and such reports can lead parents to think that 
their computer-obsessed offspring is ready to 
enter the big money. It is possible, but unlikely. 

Inside The Business 

In the computer industry proper, programmers 
are split into two groups: applications 
programmers and systems programmers. 
Applications programmers write programs to 
carry out a specific task. Systems programmers 
are 'housekeepers', writing programs to keep the 
computer system in order — to detect faults, for 
example. The applications programmer is likely 
to meet people outside the computer room — 
clients — and is likely to work as part of a team 
developing programs for a specific task. The 
systems programmers are more specialist, and 
tend to work alone. They are talking directly to the 
machine's 'intelligence'. 

But at this point, the computer industry draws 
an artificial dividing line, beyond which it denies 
access to all but the brightest programmers and 
the best-qualified university graduates. This is the 
realm that belongs to the systems analysts and 
designers. 

Systems analysts consider a problem and then 
decide how a computer can help to solve it. For 
example: an oil company discovers a new deposit 
under the sea bed. They have measured the extent 
of the deposit and found that the quality of oil 
varies widely. The oil company has to decide 
whether or not to invest the billions of dollars 
necessary to exploit the oil field. This decision will 



be based on projections about the state of the 
international oil market for the life of the field 
(say 20 years) and the company must decide 
which part of the field to drill first. Because the 
investment is so vast, the oil company hands the 
problem to its computer people for analysis. The 
analyst considers the problem, consults 
economists, oil marketing experts, geologists and 
other specialists and over a long period of time 
constructs a computer 'model' of the oil field. 

The oil company executives can then play 
'what if?' with this model, discovering how 
various decisions about price, refining techniques 
and market approaches would affect overall 
performance, and they are provided with all the 
information they need to make their final 
decisions about how best to exploit their field. 

There are several other important roles in the 
computer industry, although few are as highly 
regarded as the systems analyst. Perhaps the 
exception is hardware design. There are openings 
for electronics engineers at all levels from high 
street repair centres to research departments, but 
the areas of product development and pure 
research are only open to those with the highest 
electronic engineering qualifications. 

Many analysts and designers of both machines 
and software move on to managerial and 
consultancy positions, but these titles often 
indicate only that the individual is working in a 
more powerful role, very often self-employed. 
The work content of the job often remains the 
same. 

On any typical day there is a massive shortfall 
in skilled computer personnel — some put it as 
high as 20,000 or more in this country alone — ■ 
and at the same time a huge pool of unemployed, 
many of them graduates of universities and 
polytechnics. This obvious skills mis-match is a 
source of worry to educationalists and 
industrialists alike, and serious steps are being 
taken to rectify the situation, including re-training 
programmes for those qualified in other fields and 
a much wider variety of opportunities to learn at 
primary, secondary and tertiary levels. 

Several governments, Britain's in particular, 
consider that microelectronics may provide an 
answer to some of the short-term unemployment 
problems. The Youth Training Scheme, which 
aims to provide 'on the job' training and work 
experience for unemployed school leavers, now 
offers 4,500 places at Information Technology 
Centres in Britain. At these centres, young school 
leavers learn about various aspects of 
microcomputing while receiving a training 
allowance equal to unemployment benefit. Other 
projects within the scheme offer some computer 
familiarisation to those who fell through the net at 
school (either because they left school before the 
computer arrived, or because they weren't 
'selected' to use it) and also improve their 
prospects of finding a job, because for those who 
leave school without any computer familiarity or 
literacy, employment prospects can seem grim. 



J 




David Simmonds 

David Simmonds, 17, earned 
himself £10,000 during his 
summer holidays. 

He's a programming wizard 
who writes programs for 
Commodore (makers of the PET 
and Vic computers). Unlike 
many teenage boys, David 
writes 'serious' software that 
has commercial applications 
and he is expecting to find a 
lucrative niche in the computer 
industry when he has finished 
studying. 

David started playing with a 
computer his father brought 
home from work, but he quickly 
abandoned game-playing and 
got down to discovering how to 
program. Initially David had 
some of his programs 
published in Commodore's user 
magazine and slowly but surely 
he began to sell copies of his 
programs, for a few pounds 

Commodore eventually took 
notice and David persuaded 
them to let him show them 
what he could do. The result 
was his first serious 
programming assignment 




Eugene Evans 

Eugene Evans is 17 years old 
and his earnings are reported to 
be £40,000 a year! 

Eugene is one of the many 
whizz kids now springing up in 
computer programming and he 
is helping to keep his 
employers. Imagine Software of 
Liverpool, among the top 
computer game producers in 
the country. 

The high earnings made by 
these programming wizards 
usually take the form of 
royalties on the sales of games 
(rather like authors' book 
royalties) and teenage boys are 
best suited to develop games 
that will appeal to other teenage 
boys — the main market for 
computer games 



THE HOME COMPUTER COURSE 103 



Charting The Course 

Tlieconsci^^ and well- 

organised programs 



The Flow Of Information 

The real purpose of a flow 
diagram is to indicate in a 
simple, concise manner, the 
flow of information and control 
through a computer program. 

Most important are the 'test' 
points, where control passes to 
a point other than the next in 
sequence. A simple graphical 
representation of this passage 
of control is much easier to 
grasp than a similar statement 
written out — a picture really 
can be worth a thousand 
words! 

The 'TEST' symbol can be 
represented by either a 
flattened hexagon, as shown 
here, or by an elongated 
diamond shape 




TERMINATOR 

This symbol is used to 
indicate the beginning 
or end of a sub- 
program 




INPUT/OUTPUT 

Any data entry or display 
(I/O) is represented by 
the parallelogram 
symbol 



PROCESS 

This represents any process 
that performs an action 
internal to the program 




TEST 

This symbol is used when a 
choice is made between the 
alternative flow paths, 
TRUE or FALSE 






CO 
UJ 

-z 

O 

> 



A problem can be represented in a simple 
pictorial way by drawing diagrams to show the 
steps required in processing, and the flow paths or 
routes connecting them. These 'flowcharts' are 
useful as a means of understanding a problem, 
and in working out its solution. 

Each box symbol in a flowchart represents a 
process or action, and the lines that connect these 
action boxes depict the possible paths through 
them. Traffic flow' is one-way, so arrows are used 
to indicate direction, which is normally top to 
bottom, and left to right across the diagram. 

Whenever a choice is to be made, a hexagonal 
or diamond shaped 'decision box' is used. 
Control flows in by one path, as before, but may 
pass out in one of two directions, depending on 
the result of the test in question. If the test is to 
determine whether a single process is to be 
performed or not, then only one of the exit paths 
will contain a 'process box'. Here is an example of 
a test to decide whether or not to branch to a sub- 
routine: 



False 




O 



True 

X = Y ? N ^ 



> 



SUBROUTINE 



T 



120IFX = YTHENGOSUB300 

The decision box is also used to indicate the test 
that terminates a loop. In the example given 
below, control is returned to the start of a program 
if there is a positive reply to the question 'AGAIN?': 

: C 




90 REM** START OF GAME** 

100 

800 



104 THE HOME COMPUTER COURSE 



810 PRINT "AGAIN? (Y/N)"; 
820 INPUT R$ 

830IFR$ = T'THEN GOTO 100 
840 END 

We may wish to make a decision that will result in 
one of two distinctly different courses of action 
being followed. In the example shown below, we 
compare a player's game score to the highest 
previous score: 





THISSCORE > 
HIGHSCORE? 



Yes 




OUTPUT 
'HARD LUCK' 



HIGHSCORE 
THISSCORE 



I 



OUTPUT 
'CONGRATULATIONS' 



I 



OUTPUT 
HIGHSCORE 




7 



1200 IF THISSCORE > HIGHSCORE THEN GOTO 
1230 

1210 PRINT "HARD LUCK. YOU HAVE TO BEAT"; 
1220 GOTO 1250 

1230 LET HIGHSCORE = THISSCORE 
1240 PRINT "CONGRATULATIONS! A NEW HIGH 
OF"; 

1250 PRINT HIGHSCORE 

Note that the value of HIGHSCORE is printed in 
both events, and that the two possible flow paths 
rejoin in the process to become the single entry to 
this output operation. 

All decisions are taken as a result of tests 
similar to this, which deliver a positive or 
negative, a True or a False result. As you can see, 
this purely binary decision-making process denies 
the possibility of a 'maybe' answer. You can use 
whatever terms you wish, but don't forget to label 
the two exit paths accordingly! 

All programming languages have an inherent 
decision statement which, if the True condition is 
satisfied, cause a conditional branch, but which 
drops control through to the next statement if the 
result is False. In the case of a dialect of basic that 
allows only a simple IF-THEN, we must mimic the 
conditional branch by means of a GOTO statement, 
as in line 1200 of the last example. The statement 
in line 1210 will only be executed if the result of 
the test in line 1200 is False. 

But what about the second use of GOTO in line 
1220? As you can see, the use of GOTO at the end 
of the test, to solve the problem of the destination 
of the conditional branch, has forced us to use this 
method to 'join up' the two possible control paths 
again, in this case at line 1250. 

The use of flowcharts usually encourages the 
introduction of GOTOs as a means of following the 
point to point graphical representation of the 



program. In general, this use of unconditional 
jumps is rather dangerous. If the version of basic 
that is being used forces this solution, then a flow 
diagram is an excellent method of assessing the 
way in which control passes out of the program's 
normal succession. 

Let's use one last example to examine how the 
use of a flowchart allows us to represent 
accurately the necessary steps to perform a simple 
task: printing out all the numbers between one 
and one hundred. 

( START ^ 



N = 1 



^ OUTPUT N ^ 



I 



N = N + 1 



False 



I 



N > 100 




True 



c 



STOP 



3 



10 LET N = 1 

20 PRINT N 

30LETN = N + 1 

40 IF N> 100 THEN END 

50 GOTO 20 

The use of flow diagrams in this way tends to 
encourage a step by step approach to program 
writing which, especially in larger projects, often 
leads to a rather inelegant result. For those with 
even a passing knowledge of the basic language, 
the use of a FOR- NEXT loop is obviously indicated. 
For example: 

10 FOR N = 1 TO 100 
20 PRINT N 
30 NEXT N 
40 END 

The flowchart is incapable of representing this 
piece of basic 'shorthand', and to follow it exactly 
would lead one to a less efficient way of solving 
the problem. It does, however, give us some 
information on the structure of Sie FOR-NEXT 
loop, and so is of value when we come to examine 
this and other basic functions, to determine how 
they are constructed. 

Flow diagrams are particularly useful during 
the planning or conceptualising stage of 
programming, especially in the 'tricky' parts. 
Experienced programmers tend to use them less 
than beginners, and will often resort to a flow 
diagram to illustrate and document a piece of 
software written without their aid. But whether a 
flow diagram is drawn out on paper, or it simply 
exists inside the programmer's subconscious 
mind, the concept of charting the flow of 
information and control is central to the use of 
computers as a problem-solving tool. 



THE HOME COMPUTER COURSE 105 



Domestic Science 



If you think that there are no 
computers in your home, you 
ought to take a second look . . . 

How many microprocessor chips are there in your 
home? There will be one at the heart of your 
home computer, of course, but what about the 
washing machine, the hi-fi, or perhaps the video? 

Everything fi*om the oven to the car's ignition 
control and dashboard display can boast the 
presence of a chip. 

Don't forget the calculator tucked away in the 
desk drawer, or your digital watch: the earliest 
examples of the mass-produced microprocessor! 



Child's Play 

Children often make fuller use 
of computers in the home than 
adults, accepting them as 
naturally as the television set. 
Knowing about the turtle and 
LOGO teaches children to 
explore and learn by 
themselves. Even a simple 
LOGO that only has turtle 
graphics can help the younger 
child at home 

Good quality educational 
software is also available (see 
page 81). Games can stimulate 
and educate, but often the 
interests and talents of a child 
are best developed and 
encouraged by exposure to the 
problems encountered in 
actually programming a 
computer. 

LOGO is now becoming 
widely and cheaply available for 
many home computers, and 
offers enormous potential for 
encouraging the best approach 
to problem solving in many 
fields other than computer 
programming 




The Chip That Cleans 

Some washing machines use a 
microprocessor to select and 
monitor all the various wash 
and spin cycles needed to cater 
for every machine-washable 
fabric. The best combinations 
of washing actions and 
temperatures, water levels, 
rinsing and spin speeds can be 
displayed and selected at a 
touch. Because there are no 
moving parts, except for the 
drum of course, the life of the 
machine will also be much 
longer and servicing costs 
considerably reduced 



Mobile Micro 

Computers are being built in to 
cars to improve economy and 
provide novel functions. They 
can calculate fuel consumption, 
monitor speed, act as burglar 
alarms and even speak to the 
driver, warning of low oil 
pressure or battery power 



he Sewing Chip 

The traditional sewing machine 
can produce a beautifully even 
and secure stitch, but requires 
both skill and patience on the 
part of the user. 
A microprocessor-controlled 
sewing machine can help to 
create a complicated 
embroidery pattern or an 
awkward stitch with little effort. 
Besides the selection of pre-set 
stitches, these sewing 
machines can be programmed 
to produce other stitches that 
the built-in memory will store, 
even when the machine is 
switched off 



[ 



106 THE HOME COMPUTER COURSE 




No More Burnt Offerings 

A computerised oven can help 
to produce perfectly cooked 
dishes by accurate timing and 
temperature control. While the 
meal cooks to its programmed 
temperature and time, the latest 
recipe is on the screen via the 
home computer's Teletext 
adaptor 



Clocking On 

Central heating systems can be 
more efficiently and fully 
controlled by a microprocessor 
than by conventional methods. 
The electronic clock on the chip 
enables different weekday and 
weekend heating requirements 
to be programmed 
appropriately. Separate areas 
such as the bedrooms and the 
greenhouse or garage can also 
have their own programs for 
timing and temperature control. 
Control such as this saves 
energy and cuts the cost of 
electricity bills 



Video Recorder 

In order to maintain the colour, 
definition and stability of the 
picture, a video tape must be 
recorded and played back with 
extremely accurate alignment. 
The precision control of the 
tape mechanism in a VCR is a 
task which is well suited to the 
powerful microchip found in 
some models. It can also take 
over the recording of television 
programs while you're out. Just 
program the automatic tuner for 
the times and channels you 
want 



Your Home Computer 

'ou may originally have used 
the computer to play games, 
but how about something just a 
little more challenging? 

If you run a business, or if 
you are a parent with an interest 
in your child's education, you 
will probably already be making 
use of the computer in many 
ways. You could be keeping 
records of ail your accounts, or 
using the educational value of 
the home computer. 

But there are a host of other 
applications that may never 
have occurred to you. If you are 
a DIY enthusiast, you may be 
interested to note that there is 
no limit to the sophistication 
that you could build into a 
security system, for example. 
The computer can monitor 
concealed detectors of many 
types and initiate alarms, 
perhaps even dialling up 
emergency services 
automatically 



Complete Compensation 

Microprocessors can provide 
very stable control of the colour 
television circuitry. They 
automatically compensate for . 
tuning drift, temperature 
variations and ageing of 
components. Also, of course, 
Teletext services are broadcast 
on all four television channels. 
The Ceefax service on BBC1 
and BBC2 and Oracle on ITV 
channels gives you access to a 
wealth of miscellaneous 
information which is stored on 
a computer 'data base'. This is 
continuously updated so that 
the latest developments in 
news, weather, sport and even 
stocks and shares are instantly 
available at any time 



THE HOME COMPUTER COURSE 107 



llUil 



Insights 




The Missing LinIc 



Information can be passed from one computer to another over 
thousands of miles by means of the modem 





Acoiistic Couptef 

Most modems in use are 'ail 
electronic' devices that connect 
directly to the telephone lines, 
plugging into the telephone 
socket. Telephone companies 
set very rigid standards for 
devices such as modems. This 
tends to make them expensive. 
A cheaper solution, since it by- 
passes the regulations, is to use 
an 'acoustic coupler'. This is a 
type of modem that converts the 
sine-wave audio-frequency 
signals into actual sounds fed 
into a small loudspeaker 



The term 'modem' is a contraction of 'modulator/ 
demodulator'. Although modems have been 
commercially available for about five years, they 
are now being used by owners of home computers 
in increasing numbers. If we can all have a 
computer of our own, what's the point of 
spending money on a modem to link it to the 
telephone system? 

Modems allow your computer to 'talk' to other 
computers all over the world. The only 
requirement is for the computer at the other end 
of the telephone line to have its own modem. This 
other computer may be just an ordinary home 
micro owned by another enthusiast, or it could 
just as easily be a huge mainframe owned by a 
university or financial institution. Connecting 
your computer to a large mainfiame can give 
access to large databanks, information services 
and even 5ie latest stock market prices. 
Connecting your micro to a friend's enables you to 
exdiange software or send inexpensive 
'electronic' mail and even play two-way games. 

Modems work in a similar way to the cassette 
interface supplied with most home computers. 
Both cassette interfaces and modems convert the 
computer's ones and zeros into audio fi*equencies. 
In the case of cassette interfaces, these fi'equencies 
can easily be recorded as thougji they were audio 
signals on the cassette tape. With modems, the 
audio frequencies are simply sent down the 
telephone line to be converted back into binary 
numbers by the modem at the other end. 

Cassette interfaces, however, need only to 
convert binary into audio signals in order to 
record on the tape (this process is called 
modulating). Or they do the opposite and convert 
the audio signals replayed fi*om the cassette into 




binary (this is called demodulating). Most 
modems, on the other hand, are designed for two- 
way communication over a single telephone line 
and so they need two fi'equency bands and four 
individual fi-equencies. One popular standard 
uses a frequency of l,070Hz for a 0 and l,270Hz 
for a 1 for transmitting and 2,025Hz for a 0 and 
2,225Hz for a 1 for receiving. You will notice that 
the two fi'equencies in eadi of the two bands (the 
low fi'equency band and the high one) are very 
close. There's only a 200Hz difference in 
fi-equency for a 1 and a 0 in both bands. This 
contrasts sharply with cassette interfaces where 
the fi'equency that represents a 1 is usually twice as 
high as the fi'equency for a 0. To be able to decode 
fi'equencies so close together calls for rather 
complex electronic circuitry and this tends to 
make modems something of a luxury — modems 
can cost as much as many small home micros. 



FAX Machine 

FAX machines (short for 
facsimile machines) are fast 
becoming popular in offices in 
Europe and the United States. In 
Japan even the smallest 
businesses have them and 
many private homes use them 
too. FAX machines can transmit 
large documents, including 
drawings and pictures, to other 
FAX machines in a matter of 
seconds, using nothing more 
than a built-in modem and an 
ordinary telephone 



108 THE HOME COMPUTER COURSE 




Aiari400&800 

Game-playing is the special strength of the Atari range of 
computers 






The fortunes of Atari, now with headquarters in 
Sunnyvale, in California's Silicon Valley, rest on 
the phenomenal success of their arcade games. 
The first of these was Tong', played in black-and- 
white on the television screen. 

From this humble beginning. Atari grew, and 
eventually became part of the vast Warner 
Communications Group, and now, some six years 
later, are among the largest manufacturers of 
home computers, as well as having a very large 
slice of the arcade market. 

With its excellent standard of construction, 
and reassuringly heavy feel, the Atari range of 
home computers, comprising the 800 and 400 
models, has set standards which others seek to 
emulate. Superb graphics, well-developed 
software and — until recently — a very high price 
tag all contribute to this quality image. 



SelUng for around £150, the 400 differs from 
the larger model in price (the 800 costs £280), 
in maximum memory size (fixed at 16 Kbytes in 
the 400, expandable to 48 Kbytes in the larger 
model), in having one instead of two cartridge 
ports, and, perhaps of less immediate 
importance, being restricted to use via a domestic 
television, where the 800 has the option of display 
via a monitor. Most obvious, and perhaps most 
critical, amongst the differences, however, is in 
the keyboard. 

In order to overcome the problem of 
inconsistent signal levels. Atari home computers 
do not use domestic cassette recorders, but rather 
require Atari's own model. A large proportion of 
users however, have at least one disk drive, in 
order to take advantage of the wide range of 
software packages available on disk. 



Atari Keyboards 

The striking difference between 
these two Atari models lies in 
their keyboards. While the 
larger 800 model is equipped 
with a full typewriter- 
style keyboard the smaller 
model has a membrane type 
which, while better than some, 
still suffers from the in-built 
faults of other similar units - 
notably a lack of 'feel', and 
sometimes unpredictable 
response, it is as well to bear in 
mind, however, that very 
expensive 'ruggedised' 
machines, produced for 
industrial and military 
applications, use this method 
to secure against dust and the 
occasional spilled cup of 
coffee! 



THE HOME COMPUTER COURSE 109 



Hardware Focus 




The Disk Drive 

Generally considered to be the most useful peripheral, the 
Atari 810 is now beginning to show its age. At only 88 Kbytes 
per disk, it's rather small, and since it connects to the 
machine via a serial interface it's also fairly slow. However, it 
has a sophisticated operating system which has many 
features derived from other programs 




The Cassette Unit 

Being a special unit, designed to work with the Atari 
computers, the Atari 410 Cassette Unit is more reliable and 
easier to operate than the regular domestic variety. For the 
same reason, it doesn't have a speaker, which reduces size 
and weight, and neither can an 'ordinary' cassette be used 
instead. Shortcomings of the system are principally the lack 
of named cassette-files 




The Atari Joystidc 

The Atari Joystick is one of the poorer add-ons for the 
machine. It's a switch-type, so there is no variability. It gives 
just a ptfsh in the required direction, and it's rather stiff, so 
other makers have produced alternatives 



CPU BOARD 



Colour Clock 

Turning this control will alter 
the colour. The various 
graphic resolutions are 
selected by varying the speed 
of this clock 



ANTIC 

One of the specialised chips 
that give the Atari its 
impressive features, ANTIC 
controls the screen-scrolling, 
lightpen and one of the 
interrupts 



CTIAorGTU 

This chip, unique to the Atari, 
handles colour, some 
miscellaneous I/O and the 
Player-Missile graphics 



Cotour Adjustment 



RAM BOARDS 



The Atari can hold up to three 
RAM boards. In this way the 
memory can be expanded 
to 48 Kbytes 



Master Clock 




KEY 

The third of the custom-made 
chips, POKEY takes care of 
the keyboard, serial I/O, the- 
system-timers and also 
controls the sound 



20 Peripheral Interface 
Adaptor 

This chip looks after the 
Hand Controllers 



Speaker 




PERSONAUTY 
BOARD 



The Atari can be made into 
quite a different machine by 
replacing these ROMs with 
others. For example, 
alternative languages could 
be used. . . 



1 10 THE HOME COMPUTER COURSE 



MOTHERBOARD 



Rectifying Diodes 

The Atari power supply gives 
out an AC current, so these 
components are used to 
convert to DC 



Peripheral Socket 



Power On/Off Switch 



Expansion Slots 1,2 and 3 

A RAM cartridge can be 
plugged into these 
connectors, each adding 16K 
to the machine 



CPU Connector 

Since the Atari has the CPU 
on a separate card, this slot is 
provided to hold it 



Left and Right Cartridge Slots 

These each take ROM- 
cartridges that are pre- 
programmed with games or 
useful programs 



ROM Slot 



Video Signal Connector 



Interiock Switch 

This disconnects the power 
whenever the lid is raised, to 
reduce the danger to the user 



Channel Selector 



Power Input 
Socket 




Monitor 
Output 
Socket 



System Reset 
Switch 



Keyboard Connector 



ATARI 800 



Option Switch 



PRICE 



£280 



SIZE 



405 X 330 x110mm 



WEIGHT 



4,200g 
6502 



CLOCK SPEED 



1.79MHz 



MEMORY 



16 K to 48 Kbytes 



VIDEO DISPLAY 



Text screen: 40 x 24 characters, 
graphics screen maximum of 329 
X 192 dots including 16 colours 
and 8 shades 



INTERFACES 



TV connector, monitor, cassette 
recorder (dedicated unit), 4 
joysticks, serial port 



LANGUAGE SUPPLIED 



BASIC 



OTHER LANGUAGES AVAILABLE 



BASIC A+, PILOT, C 



COMES WITH 



Power supply unit (without plug), 
manual 



KEYBOARD 



57 individual moving keys, plus 3 
function keys 



DOCUMENTATION 



The introductory manuals are 
clearly written, accurate and well 
produced. Atari will supply full 
technical notes for the more 
experienced user. This advanced 
manual is exactly the same as 
used by Atari's engineers, and 
not only contains the full circuit 
diagram, but also listings of 
many of the programs that 
control the inside workings of the 
computer (the system software). 
The only shortcoming of the 
manual supplied is the format, 
which is in pages for a 3-ring 
binder that is not provided 



Hand-controller Sockets 



Power Indicator UEDs 



THE HOME COMPUTER COURSE 1 1 



Passwords To Computing 

Digital Dialo gue 

Input and Output are essential to the operation of any computer 
system ■ 



Analogiie To Digital 

In the real world, few pieces of 
information come in discrete, 
digital steps. Rather, they are 
infinitely variable like noise 
levels or the tides. 

In order to make these data 
comprehensible to the 
computer, the signal must first 
be digitised. The Analogue-to- 
Digital (A/D) converter takes 
samples from the signal source 
at a known, constant rate — 
perhaps one hundred every 
second. Each of these samples 
is stored in a separate memory 
location as a digital value, thus 
allowing calculations of 
variance to be made, and out- 
of-limits conditions to be 
recognised. 

Digital-to-Analogue (D/A) 
converters perform a similar 
function in reverse, statistical 
techniques being used to 
smooth out the peaks into a 
regular curve 



Input/Output, or I/O as it is commonly 
abbreviated, is the term used to describe the 
transfer of information between the CPU (the 
Central Processing Unit forming the heart of the 
computer) and the 'outside world'. The 'outside 
world' in this context means any devices that may 
be connected to the computer. It does not include 
RAM and ROM memory, which are considered 
to be integral to the computer. The distinction 
between what is held to be 'inside' the computer 
and 'outside' it is somewhat arbitrary. But all of 
the logic circuits (see page 92), designed to work 
in close conjunction with the CPU and main 
memory, are considered to be part of the 'inside' 
of the computer. 

External devices, which use I/O for 
communication with the computer, include a 
wide variety of peripherals ranging from the 
keyboard to floppy disk drives, joysticks, printers 
and video display units. 

When the CPU wants to retrieve data from 
memory, it has first to 'address' the location where 
the byte of data is stored. Similarly, if the CPU 
wants to store a byte of data for later use, it must 




first address the location where the item of data is 
to be stored. This process is called 'memory 
addressing'. It involves the CPU putting the 
binary digits corresponding to the desired 
memory location on a set of 16 wires connected to 
the CPU's 'address pins'. These wires are called 
the 'address bus'. Special circuitry in the memory 
section is able to decode these 16 binary digits to 
select the correct memory location. (Sixteen 
binary digits can give 65,536 unique 
combinations of ones and zeros and can therefore 



address that many different memory locations.) 

If the computer wants to communicate with an 
external device, it also has to 'locate' that device in 
a similar way. Only eight address lines are 
available. This limits the total number of separate 
I/O locations that can be selected to 256. This is a 
small number compared with the addressing 
power of 16 address lines, but in practice 256 is 
more than adequate. There's usually no need for 
huge numbers of external devices to be connected 
to a computer. 



Selecting Devices 



To find out how the computer actually selects an 
external device and sends data to it, let's consider 
one of the simplest output devices possible — an 
LED (Light Emitting Diode) mounted on the 
keyboard of the computer to show when the 'caps 
lock' key has been pressed (there's a key and an 
LED like this on the BBC Microcomputer). To 
the computer, the LED is simply another external 
device to which it can send data. In the case of a 
single LED, the data will be either a single 1 (to 
turn the LED on) or a single 0 (to turn the LED 
off). Even though it is just a humble LED 
requiring a single bit of data, it still needs to have 
an address or location. The CPU can't spend its 
whole time addressing one LED. It needs to be 
able to select the LED once only to tell it when it 
needs to switch on, and again to tell it when to 
switch off. Suppose, for the sake of argument, the 
LED has an I/O address of 32. To select it, the 
address lines will have to be set by the CPU to the 
binary equivalent of 32. This is 00100000 in 
binary. TTie LED wiQ have a special 'decoder' 
circuit that will ignore all other combinations of 
bits on the address lines. When the address line 
becomes 00100000, this decoder circuit 
recognises it and produces a high voltage and 
therefore a 'true' output. The next part of the 
circuit needed to switch on the LED is a small 
chip called a 'data latch'. This latches or holds the 
data sent to it so that the LED stays on or off until 
the next time it is addressed and new data is sent 
to it. This process is known as 'toggling'. 

Most of the external devices with which the 
computer communicates are considerably more 
complex than a single LED. A printer is a typical 
peripheral and each time the computer 
communicates with it, the data transmitted will 
represent the code for a whole character to be 
printed. Usually, when large amounts of 



1 12 THE HOME COMPUTER COURSE 



Passwords To Computing 




Buffer 



Input 



information are to be transferred, as for a printer, 
a special I/O interface chip is used. Such chips 
simplify the task of the computer engineer, 
because the interface circuit is designed to 
incorporate most of the circuitry needed into one 
diip. One of the most popular of these is the 8255 
PPI (Programmable Peripheral Interface). This 
40-pin diip contains three eight-bit I/O ports. 
That means there are 24 I/O pins on the chip, 
eight pins each for I/O ports A, B and C. Each of 
these ports can send eight bits (one byte's worth) 
of data at a time to a peripheral device such as a 
printer, or receive eight bits of data at a time from 
an input device such as a keyboard. 

To send eight bits of data to a printer, the CPU 
will first address the PPI and then send it the eight 
bits of data on the data bus. This data will be 
stored in a temporary one-byte memory cell 















• 1 
1 I 




1 
1 
1 






■ 1 




1 — 


AdifrBSS 




! 1 
• 1 




I 


Lilies a 




S 1 
i 1 
• ■ 




1 




Address 


1 




1 
1 
1 




Decoder 


1 
1 

1 




1 
1 




1 




1 

1 




1 
1 




1 
1 






1 
1 
1 




1 
1 



Input/Output 

In the simplest control 
applications, such as that 
illustrated, the CPU handles 
only a single piece of 
information, whether or not a 
switch has been pressed. The 
buffer — itself a short-term 
memory — simply holds the 
data until the CPU next 'polls' 
the device in question. The 
address decoder indicates the 



source of each signal, and 
when a change of state is 
recognised, i.e.. that the switch 
has been pressed, the CPU 
delivers an appropriate 
response, in this case changing 
the clock display from actual 
time to the time at which the 
VCR's auto timer will turn on 
the recorder. Within the output 
stage, the same procedure 
works in reverse 



CPU 


















1 — — 



Address 
Lines 



Video Recorder 



Address Latch 
Decoder 



Dutpiit 



The CPU stops running the program it is 
executing periodically and takes a quick look at 
all the input ports. K it finds data there waiting to 
be input, it instructs the port to put the data on the 
data bus. The process of enquiry of the input 
devices is known as 'polling'. 
The other method uses 'interrupts'. The device 




within the chip, called a register. The PPI will then 
make this data available on the appropriate set of 
I/O pins. A similar principle, but working in 
reverse, allows data fi"om external input devices to 
be stored in a register in the diip, and then put 
onto the data bus when the CPU sends it the 
appropriate signal. As noted above, external 
devices cannot be allowed to put their data onto 
the computer's data bus continuously — it is 
needed to transfer data to and from memory and 
by other I/O devices. The I/O chip stores the 
data temporarily and only puts this data on the 
data bus (to be picked up by the CPU) when the 
CPU tells it to do so. 

How does the CPU know if an external device 
is trying to send data to the computer? Briefly, 
there are two main techniques that can be used. 



Serial And ParaM Ports 

Most modern microcomputers 
provide both serial and parallel 
ports, the former passing data a 
bit at a time, the latter in whole 
bytes. The most common type of 
serial convention, known as 
RS232C, uses either a 'D-type' 
sub-miniature connector, a 25- 
pin example of which is 
illustrated here (left), or more 
rarely a DIN plug like those used 
in hi-fi systems. 

The parallel port (right) 
follows the IEEE488 convention, 
developed by Hewlett Packard 
and adopted as an industry 
standard by the Institute of 
Electrical and Electronics 
Engineers in the USA 



wanting attention sends an interrupt signal 
directly to the CPU and this forces the program 
being executed to stop while the input port is 
attended to. The advantages and disadvantages of 
these two methods will be described in more 
detail later in the course. 

The I/O we have described so far is called 
'parallel I/O' because data is input or output one 
byte at a time using eight I/O wires or lines (eight 
bits in parallel). Another technique is called 
'serial I/O'. Here the information in each byte is 
fed in or out a bit at a time, one bit after the other. 
Some printers use serial interfaces, and the output 
from modems (see page 108) is also in serial form. 
The main advantage is that, essentially, serial 
communication allows a single pair of wires to be 
used instead of eight or more. 

THE HOME COMPUTER COURSE 113 



Flat Spin 



Magnetic disks spin at higli speed, within disk di 
information that can be 'read' by your computer 



mmmm 




Home computers will 'forget' everything you 
have programmed them with once the power is 
switched off. At best this can be a minor irritation, 
at worst a major disaster as an entire evening's 
progranmiing disappears for good. For this very 
reason, the makers of home computers 
incorporate a method by which the contents of 
the computer's memory can be permanently 
stored. TTiis usually takes the form of a cassette 
tape on which the program is stored digitally as a 
series of tones (see page 94). 

However, when dealing with long programs, or 
a collection of small programs that need to be 
frequently used, the time taken to find and load 
the program from a cassette can be a major 
setback. There are two reasons for this. This first is 
that a tape must be started at the beginning in 
order to locate a program recorded on it - 
although cassette recorders with tape counters 
greatly assist here. ^ 

The second cause of the problem is the way in 
which the program is stored. The patterns of bits 
held in the memory have to be converted into a 
corresponding sequence of tones: a high tone 
represents a bit that is on (or set to one), and the 
lower tone represents a bit that is off (or set to 
zero). These tones must then be recorded onto the 
cassette tape. The fastest practical rate at which 
this transfer can occur is 150 bytes a second. Any 





PROTECTIVE ENVELOPE 



PROTECT/PERMIT SLOT 



SECTOR 



REGISTRATION HOLE 



TRACK 



The Ftoppy Disk 

The surface of a disk is divided 
up into a number of separate 
bands called tracks. These 
tracks are further subdivided 
into sectors. On the Apple II, 
for example, each track is 
divided into 16 sectors. Each 
sector has an address field and 
a data field. 

The Disk Operating System 
accesses the individual sectors 
on a track by using the address 
field, which contains the track 
and the sector numbers, and an 
identifier (to check that the user 
is reading the right disk). Thus 
it can retrieve information in 
much the same way as it is 
retrieved from a memory 
location (by using its address) 



ACCESS SLOT 



faster, and the possibility of errors increases to the 
point where the system fails to be reliable. 

A conventional cassette system using C-10 
tape can take as long as five minutes on each side 
to find and locate a program. This is assuming 
that a fast loading system is being used. Some 
systems work as slowly as 30 bytes a second. For 
those long programs you really need a recording 
system that will find the beginning of the program 
and load it in a matter of seconds. 

Sudi a storage system is the floppy disk and it 
can be used on most of today's home computers. 
If you imagine the yards of tape stored inside a 
cassette tape laid out in the form of a spinning 
disk some five inches across, you will appreciate 
how quickly any information stored on the disk 
can be located. This disk is placed inside a 
protective envelope and slotted inside a disk 
drive. 

The drive's function is to spin the disk (inside its 
envelope) at a constant speed, and to provide a 
means of transferring programs on and off the 
disk fi-om the computer. It does this through a 
recording and playback head, similar to that on a 
cassette recorder, but very much smaller. This 
head can move backwards and forwards across 
the surface of the spinning disk, unlike the 
cassette, which can only move the tape past the 
head. 






Analogue Board 

This circuitry converts the 
signals coming from or going 
to the head. It translates the 
digital form used in the 
machine to the analogue form 
that goes on the disk 





Indicator 

This Light Emitting Diode 
shows whether access is being 
made to the disk drive 



Driving Hub 

This engages with the plastic 
disk and spins it round inside 
the envelope 



Care Of Your Disk 

Floppy disks are delicate and 
should be handled with respect. 
Follow the manufacturer's 
recommendations carefully 



OONTBEND! 



DONT STACK! 



KEB> AWAY FROM MAGNETS 



STORE CARffUUY 



KEEP AT ROOIM TOMPKATURE 



1 14 THE HOME COMPUTER COURSE 




Insights Kuul 



Ribbon Cable Connector 

This provides secure, yet 
detachable, connection of tiie 
ribbon cable 



Ribbon Cable 

Information iS transferred to 
and from the disk drive by way 
of the ribbon cable. It contains 
the eight-bit data path, and 
other control signals 



Driver Motor 

This spins the driving hub 




Read/Write Head 



Stepper Motor And Drive Screw 

A very accurate electric motor 
that moves the head across the 
surface of the disk 

Cantilever/Loading Mechanism 

Connected to the door flap, this 
lever mechanism ensures the 
disk's precise location on the 
driving hub 




3 

o 
o 



Read/Write Head 

This is a highly magnified 
picture of the head that reads 
and writes data to the surface 
of the disk. It is similar to the 
head on a cassette recorder, but 
almost invisible to the naked 
eye. 



Unlike a tape that is just one long string of 
bytes, a disk is 'formatted' in a series of concentric 
circles, each of which is treated by the system as 
small chunks, usually 256 bytes each. Each of 
these 'sectors' has an address. 

When a program is to be written to the disk, the 
first thing that happens is that the head is moved 
to the directory, a special file which acts as an 
index to the whole disk. This is examined to find 
out where to put the file. If it's being re-written, 
the first sector of the old copy is found, and the 
new data is stored starting there. A new file won't 
have an entry in the directory, so one must be 
made, then the first empty sector is filled with the 
data, with more sectors being filled as required. 

The advantages of high-speed efficiency and 
large storage capacity offered by the disk explain 



the substantial difference in price between the two 
systems. Disk drives sell from about £120, 
whereas a cassette player is usually less than £20. 

The most important factor in this price 
difference is the precise engineering that is 
required. The recording and playback head of a 
disk drive is almost invisible and must be placed 
to within hundredths of an inch. 

The mechanism that moves this minute head is 
based on an electric motor, which can turn by 
fractions of a degree. This is coupled to a shaft 
that carries the head and moves it across the 
surface of the disk in minutely calculated steps. 
To ensure that the disk spins at a constant speed, 
complex el6ctronics are used and all the 
components are mounted on a rugged die-cast 
frame to reduce the effects of heat and vibration. 



THE HOME COMPUTER COURSE 1 1 5 



Basic Programming 



Braving The Elements 

Subscripted variables, unlike their simple counterparts, can contain 
any number of elements 



In our earlier program for calculating the number 
of days to Christmas we encountered a new type 
of variable called a 'subscripted' variable. These 
differ from ordinary or 'simple' variables in that 
they can have any number of compartments or 
elements within the box. Simple variables 
recognise two letters or letters followed by 
a digit from 0 to 9 (some versions of basic allow 
whole words to be used as variable names). A, B, 
B1, C3 and R2 are all simple variables. Subscripted 
variables look like this: A(6). B(12) or X(20). The 
subscript is the number in brackets. The examples 
we have given would be read as: A sub six', 'B sub 
twelve' and 'X sub twenty'. 

If we think of a simple variable as being a box 
with a name or label on it, we can think of a 
subscripted variable as a box containing a 
specified number of internal elements. If we want 
a variable with 12 elements, we create it initially 
using the basic DIM statement, like this: DIM A(12). 
Any letter of the alphabet may be used. 

Assigning values to simple variables is 
straightforward, using either LET or INPUT 
statements, like LET A = 35, LETB1 = 365 or INPUT C3. 
Values can be entered in the elements of a 
subscripted variable in the same way. Let's see 
how we would assign values to a subscripted array. 
(Array' is an alternative name for a set of 
subscripted variables.) For example: 

10DIMA(5) 

creates a subscripted variable with five elements. 
We can now assign a value to each element: 

20 LETA(1) = 5 
30 LET A(2) = 10 
40 LET A(3) = 15 
50LETA(4) = 20 
60LETA(5) = 100 

To find out how these variables differ from simple 
variables, let's assign values to a few simple 
variables: 

70LETX = 5 
80LETY = 6 
90LETZ = 7 

Try entering all these on your computer and then 
check the contents of each variable using the 
PRINT command. Many of the statements in basic 
also function as commands. After you have 
entered the statements above, check them by 
LISTing them and then type RUN. Now you can 
type PRINT X<CR>. You should see 5 instantly 



displayed on the screen. Next type PRINT Y. The 
computer will respond to this PRINT command by 
displaying 6 on the screen. If you want to check 
the elements in the subscripted variable, type 
PRINT A(1 ) to find out the value of the first element 
in the array. The computer should respond by 
printing 5 on the screen. Try PRINTing the values 
of A(3) and A(5). 

The important difference between subscripted 
variables and ordinary variables is that the 
subscript can itself be a variable. To see what this 
means, type PRINT A(X). The screen will respond 
with the figure 100. Why? 

Look at the list you have typed in and check the 
value of variable X. It is 5. A(X) is equivalent to A 
(the value of variable X) and this is equivalent to 
A(5). Typing PRINT A(X) is therefore exactly 
equivalent to typing PRINT A(5). What value would 
you expect if you typed PRINT A(Y — X)? Before 
actually trying it, see if you can work out the 
answer. 



Assigning Values 

If there are only a few simple variables, the LET 
statement is the simplest way of assigning values 
to them. Subscripted variables may well have a 
large number of elements in the array, so let's see 
what the alternative methods of entering the 
values are: 

10DIM A(5) 

20 PRINT "INPUT THE VARIABLES" 

30 INPUT A(1) 

40 INPUT A(2) 

50 INPUT A(3) 

60 INPUT A(4) 

70 INPUT A(5) 

This method is just as tiresome to type in as using 
LET statements, though it would certainly work. If 
we know exactly how many variables there are (in 
this case there are five) it is easier to use a FOR- 
N EXT loop, like this: 

10DIMA(5) 
20FORX = 1T0 5 
30 INPUT A(X) 
40 NEXT X 

This program would expect five values to be typed 
on the computer keyboard when the program was 
run. The RETURN key would have to be pressed 
after each figure had been entered. If we know 
beforehand what the values in the variable are, it is 



1 16 THE HOME COMPUTER COURSE 



easier to enter them using a READ statement 
together with a DATA statement, like this: 

10 DIM A(5) 
20FORX = 1T05 
30READA(X) 
40 NEXT X 

50 DATA 5, 10, 15. 20, 100 

Try this short program, and then test the contents 
of the array using the PRINT command (that is, use 
PRINT after the program has been RUN. For 
example, PRINT A(1)<CR> and PRINT A(5). Now we 
can add a few lines to the program to print the 
elements in the array for us automatically: 

60FORL = 1T0 5 
70 PRINT A(L) 
80 NEXT L 
90 END . 

RUN this program and check that the correct; 
values are printed on the screen. Then retype line 
50 using five different DATA items. Remember that 
the numbers in a DATA statement must be 
separated from each other using commas, but 
there must be no comma before the first number 
or after the last one. 

The simplest way to assign values is to use READ 
and DATA statements. If the values will be different 
every time the program is run, using the INPUT 
statement inside a FOR-NEXT loop is probably the 
best way. If the total number of elements in the 
array is fixed, the number can be used as the 
upper limit in the FOR statement. 

Let's use all we have learnt so far to build a 
short but powerful program. Suppose we wanted 
to sort some numbers into ascending order. 
Before setting out to write the program, the first 
thing to do is to figure out how to solve the 
problem in a logical way. When the way to solve 
the problem seems clear, write down the steps one 
after the other using clear, short English 
sentences. 

Suppose we start with five numbers: 4, 9, 2, 8, 
3. Sorting these into ascending order is a trivial 
problem. We just scan along the line and notice 
which is the smallest, and put it on the left, and 
then repeat the process for the remaining digits. 

The computer, however, needs a very precise 
set of instructions, so we shall have to think very 
clearly about what steps are required. Here's one 
approach: Compare the first digit with the second 
digit. If the first digit is bigger than the second one, 
swap them. If the first digit is smaller than the 
second one, leave their positions unchanged. 

Compare the second digit with the third digit. If 
the second digit is smaller than the third one, leave 
their position unchanged. 

Repeat the process of comparing pairs of digits 
until the last pair of digits has been compared. 

If there were no swaps, all the numbers must be 
in order. If there were any swaps, go back to the 
beginning and repeat the process. 

If you think about this process, you will see that 
it will indeed sort any group of numbers into 



Basic Programming 



ascending numeric order. Look at what would 
happen to our original set of numbers as each pair 
of digits is compared: 



4 
4 
4 
4 



9 2 

2 9 

2 8 

2 8 



8 3 

8 3 

9 3 
3 9 



All the pairs have now been compared and 
swapped where necessary. Since at least one swap 
took place, go back to the beginning and repeat 
the process: 



4 
2 
2 
2 



2 
4 
4 
4 



8 3 

8 3 

3 8 

3 8 



9 
9 
9 
9 



There were still swaps, so go back to the beginning 
and repeat: 

2 4 3 8 9 
2 3 4 8 9 
2 3 4 8 9 

There were no swaps, last time through, so every 
number must be smaller than the number to its 
right. The numbers must be in ascending order 
and the operation can be terminated. 

Using subscripted variables allows a sort 
routine like this to be implemented easily in basic, 
because the subscript itself can be a variable. If 
our original five numbers were the values in an 
array; so that A(1) = 4. A(2) = 9. A(3) = 2, A(4) =8 and 




A(X + Y-Z) 




X 






■ 

A(5 + 6-7) 
= A(4) 




Subscripted 
Variables 

Subscripted variables 
(variables with several 
'compartments' in the box) 
increase the power of BASIC 
enormously. Here, variable A 
has the subscript X + Y - Z. 
Each of these is a variable, 
and the value of each is 
shown inside the small 
boxes. X has the value 5, Y is 
6andZis7. X + Y-Zis 
therefore equivalent to 5 + 6 - 
7, which is 4. A{4) is the 
fourth element in the array. Its 
value is 20. PRINT A(X + Y- 
Z) will therefore result in 20 
being printed on the screen 



yj 5 -r- 10;^ 15/- 20 -HOO 


A(1) 


m 


A(3) 


m 











20 



THE HOME COMPUTER COURSE 1 17 



Basic Programming 



A(5) = 3, then if X has the value 1, A(X) wiU be the 
contents of A(1), which is 4. A(X + 1) will be the 
contents of A(2), which is 9, and so on. 

Lx)ok at the program and see if you can see 
exactly what is going on. Line 20 sets variable N to 
the number of numbers we want to sort. Let's 
assume we want to soit five numbers: when the 
program is run we will type in 5 and then hit 
RETURN. 

Line 30 is the DIMension statement. If N is 5, it 
sets the size of the array to 5. This line is 
equivalent to DIM A(5). 

Lines 40 to 60 are a FOR-NEXT loop that 
allows us to type in the five numbers. Most 
versions of basic prompt the user with a question 
mark on the screen. RETURN will have to be 
pressed after each number has been entered. The 
numbers may be more than one digit, and may 
include decimal fractions. 

Line 90 sets the variable S to 0. This variable is 
being used as a 'flag'. Later in the program, A is 
tested to see if it is 1 or not. It is only ever set to 1 if 
two numbers have been swapped, as we shall see 
in line 240. We shall investigate the use of 'flags' in 
more detail later in the course. 

Line 100 sets up the limits for a loop; in this 
case from 1 to 4 (because N is 5 so N — 1 is 4). The 
first time through the loop, L is 1 so A(L) in line 110 
will be A(1 ) or the first element in the array and A(L 
+ 1) will be A(2), the second element in the array. 
The next time round the loop, L will be 
incremented to 2, so A(L) will be equivalent to A(2) 
and A(L + 1) will be equivalent to A(3). Line 110 
tests to see if A(L) is greater than the number 
immediately to its right in the array. The sign for 
'greater than' is >. 

If the first number is bigger than the next one, 
the program branches to a subroutine that swaps 
the numbers. If the first number is not bigger than 
the next one, there is no branch to the subroutine 
and BASIC simply continues to the next line, which 
is the NEXT L statement. After the loop has been 
repeated four times, it stops the program and goes 
to line 130 which tests the 'swap' flag, S, to see if it 
has been set or not. If it has been set (in the 'swap' 
subroutine), the program branches back to line 90 
to repeat the comparison process. If S is not 1 it 
means no swap took place, so all the numbers are 



Basic Flavours 




THEN 




If this program is to be run on the ZX81 or 
Spectrum, line 130 must be amended to 
read: 130 IF 8=1 THEN GOTO 90 



This statement is not available on the 
ZX81 and Spectrum, so use STOP instead 



LET 



In assignment statements, such as 
90 LET S= 0, the word LET is optional on 
most machines but not on the ZX81 and 
Spectrum. The Lynx adds it into program 
listings automatically 



in order. The rest of the program simply prints 
them out. 

The swap subroutine needs a temporary 
variable to store one of the numbers to be 
swapped. After the two numbers have been 
swapped in lines 210, 220 and 230, the 'swap' flag 
S is set to 1 and then the program RETURNS to the 
main program. 

10 PRINT "HOW MANY NUMBERS DO YOU WANT 

TO SORT?" 

20 INPUT N 

30 DIM A(N) 

40 FOR X = 1 TO N 

45 PRINT "NEXT NUMBER" 

50 INPUT A(X) 

60 NEXT X 

70 REM 

80 REM SORT ROUTINE 

90LETS = 0 ' ^ 

100FORL = 1TON-1 

110IFA(L) >A(L + 1) THEN GOSUB 200 

120 NEXT L 

130IFS = 1 THEN90 

140FORX = 1TON 

150 PRINT "Ar;X;") = ";A(X) 

160 NEXT X 

170 END 

180 REM 

190 REM 

200 REM SWAP SUBROUTINE 

210 LET T = A(L) 

220 LETA(L) = A(L + 1) 

230LETA(L + 1). = T 

240 LET S =1 

250 RETURN 

Exercises 

■ Extend the program to find the average value 
of the numbers input. The average is equal to the 
sum of items divided by the total number of items. 
The simplest way to do this is to insert a GOSUB 
just before the END statement in line 170. The 
subroutine should read each of the elements in the 
array and add the values to a *sum' variable. After 
all the elements have been added, the sum should 
be divided by the number of elements. The sum is 
most easily derived by using the number of 
elements as the upper limit of a FOR-NEXT loop. 

■ Change one line in the program so that the 
numbers will be sorted in descending order. 

■ This exercise is directed mainly at owners of the 
TI99/04A which does not like having variables 
used as subscripts in subscripted variables. TI 
BASIC does, however, accept statements such as 
DIM A(12). Rewrite the program so that the INPUT 
statement expects an exact number of numbers to 
be input, 12, say. This will avoid the problem of 
using a variable name as a subscript. Lines 100 
and 110 will also have to be changed. The swap 
subroutine will not work in TI basic for the same 
reason. This will have to be changed too. 

■ A tough one. Our way of sorting numbers is by 
no means the only way to do it. See if you can 
think up an alternative method. 



8 THE HOME COMPUTER COURSE 



Two's Company 

Although computers give speedy answers to complex arithmetical 
problems, they deal with them in the simplest way 



In the last part of our course on binary, we 
discovered how computers could add. Now we 
look at the process of multipUcation. 

If you had to multiply 14 by 12, a simple way 
would be to do a multiple addition, for 
example 14+14+14+14+ ... (12 times). 
Since multiplication is in one sense a form of 
repeated addition, this approach would 
certainly work, and is how the first computers 
dealt with multipUcation. However, the 
method is awkward and time-consuming, so 
computer designers evolved a more efficient 
method. 

When two numbers are multiplied, the 
operation is usually written down on paper like 
this: 

14 

x12 



28 

+14 

168 



(a final 0 is often written 
to keep the digits in 
the correct column) 



Exactly the same process works in any base of 
numbers. Let's look at an example in base two or 
binary: 

101 

x11 . 



101 
+ 101 
1111 



With larger numbers the method is exactly the 
same, so let's go back to the example of 14 X 12 
and do it in binary: 



1110 
xllOO 

0000 
0000 
1110 
1110 



(14) 
(12) 



10101000 (168) 

Multiplication is even simpler in binary than in 
decimal because there can never be a carried 
digit. When you multiply a number by 1 the 
number is unchanged, 14 X 1 = 14 and when you 
multiply a number by 0 the answer is 0, 14 X 0 = 
0. This is true in binary, decimal and all number 
systems. 

When mathematicians looked at similar 
calculations to the one above they saw a simple 



37X15 

i 

100101 X 1111 

i 



10 0 10 11* 
10 0 10 1 
10 0 10 1 
10 0 10 1 

110 0 0 1 0 1 oil 





THE NUMBER (37) . . . 

SHIFTED ONE PLACE 

SHIFED TWO PLACES 
SHIFTED THREE PLACES 

RESULT 



CO 



pattern emerging: binary multiplication consists 
of only two operations, 'shifting' and addition. 
And this is exactly how the computer does a 
multiplication. First it shifts 'copies' of the upper 
line into their correct position (determined by the 
Is and Os in the lower line) and then it adds all the 
'copies' together. 

The computer needs to have a large digit 
capacity to perform multiplications. When the 4- 
digit number 1110 was multiplied by the 4-digit 
number 1100 the answer contained 8 digits 
(10101000) and in general the result of a 
multiplication can be up to twice the length of the 
largest number. 

It may come as a surprise to learn that a 
computer's multiplication can return an incorrect 
result. Nearly all these errors can be traced back 
to the amount of space the machine's designer has 
allowed to hold the answer. If insufficient space 
has been allocated, 'overflow' will occur, the least 
significant digits will be lost, and the result will 
thus be erroneous. 




Shifting Into Multiplication 

Multiplication is much easier in 
binary than it is in decimal. The 
same process of long 
multiplication used in the 
decimal system is applied, but 
because there are only two 
numbers involved in the 
multiplying (0 and 1), the 
operation is very simple. When 
a number is multiplied by 1 the 
result is obviously the same 
number. In the illustration, 
where 100101 (37) is multiplied 
by 1111 (15), four copies of 
100101 appear. Each copy is 
shifted to the left according to 
the position of the 1 that 
multiplies it. Finally all the 
copies are added together to 
give the answer 1000101011 
(555) 



Gottfried Wilhelm Leibniz 

Leibniz (1646-1716) was a 
contemporary of Isaac Newton 
and made contributions to 
mathematics, science and 
philosophy. He invented a 
machine that could multiply 
and divide. He also investigated 
the possibilities for using 
binary arithmetic in calculating 
devices, though the first known 
reference to binary numbers 
was by Francis Bacon in 1623. 
In his later years he fell into 
dispute with Newton over the 
invention of the calculus 



THE HOME COMPUTER COURSE 1 19 



Pioneers In Computing 

Sir Clive S 




The entrepreneur/engineer who made the computer more 
widely available 



Stop someone in the street and ask them if they 
can describe what a Spectrum or a ZX81 looks 
like and you'll probably get a blank stare. But ask 
if they have heard of Sir Clive Sinclair and the 
chances are anybody who reads newspapers and 
watches television will know that you are talking 
about a millionaire electronics genius. 

It is fair to say that this 43-year-old ex-technical 
journalist is the most famous individual in the 
computer world. He has been described as doing 
for the personal computer what Henry Ford did 
for the motor car and Freddy Laker achieved in 
the air travel industry. 

His success at designing and marketing the 
world's most successful computer — the ZX81 — 
was rewarded earlier this year when he was 
awarded a knighthood for putting Britain back in 
the technological race against Japan and the USA. 

Clive Sinclair was bom in London in 1940. He 
left school at 17 after completing his education at 
St George's College in Weybridge. He was a 
technical journalist for four years before forming 
his first company, Sinclair Radionics, in 1962. The 
first products were radio and amplifier kits sold by 
mailorder. 

Sir Clive has made his fortune from his 
ingenious computer designs that have turned into 
the ZX81 and ZX Spectrum. But he was also 
responsible for the world's first low-cost, 
electronic calculator which he launched in 1972. 
There was even a gold plated model which sold 



for £2,750! He also made one of the first digital 
wristwatches using a microchip. 

His most recent innovation is the flat-screen 
television which is no bigger than a paper-back 
book and which has a two-inch screen. This will 
seU for £80 and will be available later this year. 

Now Sir Clive is working on his most ambitious 
project of all — an electrically-powered car. The 
team working on this project is working towards 
building a new electric vehicle for town use. 

But Sir Clive is also an established publisher. 
He has written around 17 books himself on 
electronic subjects and in 1981 launched a new 
publishing company called Sinclair Browne. He 
publishes around 20 fiction and non-fiction books 
a year. 

Early in 1983 the Guardian newspaper named 
him 'Young Businessman Of The Year'. The 
influential trade magazine Computing gave him 
the tifle 'Computing's Person Of The Decade'. 

He escapes from the world of electronics by 
going to the theatre and poetry readings and he is 
a trustee of the Cambridge Symphony Orchestra. 
Sir Clive divides his time between his Cambridge 
headquarters and his London office and his silver 
Porsche 924 Carrera can often be seen streaking 
along the Al. 

Sir Clive is a great patriot. His aim is to 
persuade fellow Britons that there is nothing that 
the American and Japanese can do that can't be 
done in their own country. 



1962 

Clive Sinclair forms Sinclair 
Radionics in Islington, 
London, to sell radio and 
amplifier kits by mail order 

1972 

Sinclair produces world's first 
pocket calculator, the 
Executive, which sells for £79 
and earns over £2.5 million in 
export revenue 

1975 

Sinclair launches one of the 
first digital watches, which he 
calls the Black Watch. 
However, the company 
sustains losses due to 
difficulties with chip supplies 

1976 

National Enterprise Board 
gives Sinclair cash to develop 
his pocket television which is 
put onto the market the 
following year after a 12-year 
development programme 

1979 

Sinclair sets up a new 
company, Sinclair Research, 
to develop products in the 
consumer electronics field 

1980 

The new company launches 
its first product, the ZX80 
computer, which is acclaimed 
as the first computer to sell 
for less than £100 

1981 

Sinclair developes the ZX81 
computer, which wins a 
Design Council Award and 
sells more than one million 
units in two years 

1982 

The Spectrum is introduced 
to sell alongside the ZX81 but 
designed for a wider range of 
home, office, and educational 
uses 

1983 

The long-awaited Microdrive 
arrives, along with the 
Interface I and Interface II, 
which expand the Spectrum 
to take ROM cartridges and 
local area network facilities. 
Sinclair also announces his 
new flat-screen personal 
television set after a four-year 
£4 million development 
programme 

1984 

Sinclair launches the QL, 
aimed at the small business 
market, with 128 Kbytes of 
RAM and 200 Kbytes of back- 
up in two built-in Microdrives 



120 THE HOME COMPUTER COURSE 



Home Computer News 



The Personal Computer World Show, held last 
year at the end of September, has become the 
leading venue for the unveiling of new computer 
products, and the exchange of ideas between 
computer owners, clubs and companies. 
Amongst the crowds of schoolchildren eager to 
demonstrate their prowess at every new arcade 
game, bewildered businessmen trying to decide 
which micro offers the best value, and the 
cacophony of explosions and dalek-like voice 
synthesisers, were to be seen a vast array of new 
computers, add-ons and software. Some were 
available for sale, though an unfortunate number 
appeared to be little more than manufacturer's 
prototypes. 



Spectrum Interface ^ 

Plug-in cartridge software is 
now available for the Sinclair 
Spectrum. But you will need to 
buy a special interface, which 
can also connect with joysticks 




fPORTABlLITY WITH 
COMMUNICATIONS 

*16-BIT PORTABLE 

COMPUTER 
★128K byte RAM 
★EXPANDABLE TO 258k 

fr128K byte BUBBLE 
MEMORY / 

*8 LINE LIQUID^ ^ 
CRYSTAL piSP 4Y 
★FULLCpMMUf . 
★OPTIONAL FUr H' 
WIDTH PRINTE > 
*0*^tONAL PL' f 
MSK DRIVES I 
_5Kf i 



^ New From Sharp 

The Sharp PC-5000 is a truly 
portable computer complete 
with an eight- line Liquid 
Crystal Display and an optional 
built-in silent printer. It uses 
'Bubble Memory', which has 
approximately the same 
capacity for storage as a disk 
drive, but no moving parts 



Flight Simulators 

The number of games programs 
and specialist games software 
companies is growing each 
month. Several produce Flight 
Simulators - which are both 
educational and fun 



Talking Back 

'My Talking Computer' from 
Electroplay is designed 
specifically for teaching young 
children, and features a talking 
clock and other educational 
features^ 




■POT UAHiTV 

THE HOA/IE 

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The binders have been commissioned 
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THE LAST WORD IN LOGIC